OpenGL Course - Create 3D and 2D Graphics With C++
Вставка
- Опубліковано 11 лют 2025
- Learn how to use OpenGL to create 2D and 3D vector graphics in this course.
Course by Victor Gordan. Check out his channel: / @victorgordan
💻 Code: github.com/Vic...
See top comment for more resources.
⭐️ Contents ⭐️
Introduction
0:00:00 Introduction to Course
Install
0:00:00 Downloads
0:02:11 Setting Up VS Project
0:02:50 Generating GLFW
0:03:29 Build Solution GLFW
0:04:03 Importing Libraries
0:04:53 Configuring VS
0:06:02 Finishing up & Testing
Window
0:06:36 Initializing GLFW
0:07:03 Configuring GLFW
0:08:26 Creating Window
0:09:53 While Loop
0:11:01 OpenGL Viewport
0:11:36 Buffer Explanation
0:12:55 Adding Color
0:14:03 Comments for Window
Triangle
0:14:25 Graphics Pipeline
0:16:56 Shaders Source Code
0:17:24 Vertices
0:18:54 Vertex and Fragment Shaders
0:20:45 Shader Program
0:21:36 Vertex Buffer Object
0:24:35 Vertex Array Object
0:26:57 Cleaning Up
0:27:34 Rendering Loop
0:28:38 Comments for Triangle
Index Buffer
0:29:24 Normal Triangle
0:29:47 Duplicate Vertices
0:30:06 Solution
0:30:26 Index Buffer
0:30:51 Implementation
0:32:22 Comments for Index Buffer
Organizing
0:32:33 Introduction to Organizing
0:32:43 Shader Text Files
0:33:21 Shader Class
0:35:27 VBO Class
0:36:18 EBO Class
0:36:35 VAO Class
0:37:36 Adding Classes to Main.cpp
0:37:59 Comments for Organizing
Shaders
0:38:34 Introduction to Shaders
0:38:44 Shaders Properties
0:38:57 Vertex Shader
0:40:01 Fragment Shader
0:40:17 Adding Colors
0:41:23 Modifying the VAO class
0:41:54 Vertex Attribute Pointer Explanation
0:43:09 linkAttrib Code
0:43:19 Interpolation
0:43:50 Uniforms
0:46:08 Error Checking Shaders
0:46:29 Comments for Shaders
Textures
0:46:39 Types of Textures
0:46:54 stb Library
0:47:58 Square
0:48:14 Texture Sizes
0:48:37 Importing in an Image
0:49:19 Creating the Texture
0:49:43 Texture Units
0:50:19 Interpolation Types
0:51:11 Texture Mapping
0:52:27 Assigning the Image to the Texture
0:53:10 Errors
0:53:21 Mipmaps
0:53:50 Texture Coordinates
0:54:15 Vertex and Fragment Shaders
0:54:51 Finishing up
0:55:39 Texture Class
0:55:56 Comments for Textures
Going 3D
0:56:01 Introduction to Going 3D
0:56:11 Correction
0:56:23 Matrices
0:56:57 GLM
0:57:26 Coordinate Types
0:58:35 Transformation Matrices
0:59:13 Matrix Initialization
0:59:41 View & Projection Matrices
1:01:16 Importing Matrices
1:01:53 Matrices Final Multiplication
1:02:07 Pyramid
1:02:41 Rotation & Timer
1:03:11 Depth Buffer
1:03:36 Comments for Going 3D
Camera
1:04:11 Header File
1:05:04 Basic Camera Class Functions
1:05:54 Main File Changes
1:06:21 Vertex Shader Changes
1:06:43 Key Inputs
1:07:38 Mouse Inputs
1:09:21 Fixing Camera Jumps
1:09:49 Comments for Camera
Lighting
1:10:13 Modify Camera
1:10:30 Light Cube
1:10:50 Light Color
1:12:03 Diffuse Lighting & Normals
1:15:36 Ambient Lighting
1:16:18 Specular Lighting
1:17:54 Comments for Lighting
Specular Maps
1:18:15 Modify Texture Class
1:18:34 Plane With Texture
1:19:06 Specular Maps Theory
1:19:30 Implementing Specular Maps
1:20:06 Ending for Specular Maps
Types of Light
1:20:16 Types of Light
1:20:26 Point Light
1:20:41 Intensity Attenuation
1:20:51 Inverse Square Law
1:21:03 CG Intensity Equation
1:21:36 Implementation of Attenuation
1:22:09 Directional Light
1:22:52 Spotlight
1:23:08 Light Cones
1:23:18 Cones Comparison
1:23:31 Cos vs Angle
1:23:45 Finishing the Spotlight
1:24:19 Comments for Types of Light
Mesh Class
1:24:33 Introduction for Mesh Class
1:24:46 Mesh Definition
1:25:01 Mesh Class Header
1:25:58 Modify the VBO Class
1:27:06 Modify the EBO Class
1:27:16 Mesh Constructor
1:27:41 Rearrange Shader Layouts
1:28:10 Mesh Draw Function I
1:28:51 Modify the Texture Class
1:29:22 Mesh Draw Function II
1:29:54 Modify the Uniforms
1:30:20 Main.cpp Changes
1:31:06 Comments for Mesh Class
Model Loading
1:31:28 Introduction for Model Loading
1:31:47 Small Note on 3D Models
1:32:27 JSON Library
1:32:41 Model Header
1:33:03 Model.cpp File
1:33:13 JSON File Structure
1:33:30 Getting the Binary Data
1:34:07 glTF File Structure
1:36:28 getFloats() and getIndices()
1:39:09 Grouping Functions
1:39:19 assembleVertices()
1:39:50 Modifying the Texture Class
1:40:22 getTextures()
1:41:50 loadMesh()
1:42:23 Matrix Transformations Explanation
1:42:54 traverseNode() Declaration
1:43:28 Modifying the Mesh Class
1:43:41 Modifying the Vertex Shader
1:44:15 traverseNode() Writing
1:45:18 Modifying the Main.cpp File
1:45:28 Examples of Models
1:46:01 Comments for Model Loading
❤️ Support for this channel comes from our friends at Scrimba - the coding platform that's reinvented interactive learning: scrimba.com/fr...
Hey everyone, I hope you've enjoyed the course I've made, had a lot of fun making it! :)
Just what I was looking for, thanks!
thanks dude...
Nice dude
I'm getting error while including #include
@@samiulislamsharan try checking additional include directory is correct or not in project properties.
What a blessing - I'm learning OpenGL currently and it's hard to find self-consistent sources. Thank you so much.
Yeah, for sure... I kinda wish those types of things came with some kind of pdf or documentation guiding you through all the commands and codes. But hey, I found this video so I'll dive right in
@@vitorgdc they do
@@wertiaaudit5746 where ?
keep going man i just started preddy much i just have the knolege of barely the apps and software i got to use its insane how many loop holes u goota go threew and how many things u gotta know just to start try ing to code almost anything . good luck
More OpenGL resources that wouldn't fit in the description:
🔗 OpenGL Docs: www.khronos.org/registry/OpenGL-Refpages/gl4/
🔗 glTF file format: godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
🔗 JSON library: github.com/nlohmann/json
🔗 glm Library: glm.g-truc.net/0.9.9/index.html
🔗 3Blue1Brown's Linear Algebra Playlist: ua-cam.com/play/PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab.html
🔗 stb Library: raw.githubusercontent.com/nothings/stb/master/stb_image.h
🔗 Visual Studio: visualstudio.microsoft.com/downloads
🔗 CMake: cmake.org/download
🔗 GLFW: www.glfw.org/download.html
🔗 Glad: glad.dav1d.de
Please one video for CUDA C
The chapter timelist thingy isn't working.
i am geting this error on glad
Application is not available
The application is currently not serving requests at this endpoint. It may not have been started or is still starting.
Possible reasons you are seeing this page:
The host doesn't exist. Make sure the hostname was typed correctly and that a route matching this hostname exists.
The host exists, but doesn't have a matching path. Check if the URL path was typed correctly and that the route was created using the desired path.
Route and path matches, but all pods are down. Make sure that the resources exposed by this route (pods, services, deployment configs, etc) have at least one pod running.
@@samuelgirmagirma4019 You can change link from http to https and then work.
Please pin this post, it's lost down here :)
No way, I start this semestre with C++,you guys put an oop video. I start UML before Java and you guys put an UML video. My teacher asks me to create an-ecomerce website and you guys put the same thing. And now I'm on holiday, I start watching brian will videos on opengl and you guys post this.Thanks a lot!!❤❤❤❤❤❤❤❤
@Victor Joseph me too
Awesome Anass
best of luck in your programming career!
@A Z of course, it's not like mac os
@BeeBop I still find UML somewhat useful, if not in it's purest form, to lay out code structure and how problems should be tackled and what not
student 1337
If needed, here are some timestamps :
(edit : there is a more precise list in the description)
0:08 Welcome
1:22 Install
6:34 Window
14:25 Triangles
29:24 Index Buffer
32:33 Organizing
38:34 Shaders
46:38 Textures
56:07 Going 3D
1:04:09 Camera
1:10:10 Lighting
1:18:15 Specular Maps
1:20:17 Types of Light
1:24:33 Mesh Class
1:31:27 Model Loading
Good luck to you all and thx to the creator for this course
checkout the description
@@anniemannie6 yeah, i did not notice them first time i watched the video and once found, i find them to be a bit too overwhelming. I edited my comment to avoid confusion, thank you for pointing it out !
This course is super useful, my only issue has been that the footage is sped up so much to the point where I have trouble following along with the video at 0.25x speed. It gets pretty frustrating. Aside from that, I'm learning a lot though!
What I've been often doing in that case (for any sped-up video like that) is to pause the video and use comma and full-stop to frame skip forward and backwards.
I would also recommend Enhancer for UA-cam. It also allows you to set the speed to 10%
skill issue
lol@@Freg-ld2lo
I've been searching for ways to learn C++ graphics rendering and then you go and upload my solution. Just what I needed today, thank you so much!
i have no idea what gl do, can you please explain, what it is and what it is used for, so that i can think, if i need it
@@_Mrunalwankhede It is used for low level graphics development,
for example if you wanted to make a 3d graphics engine you would use opengl
@@_Mrunalwankhedeit’s used for graphics programming and also optionally compute on gpu like vulkan and directx, it allows you to use the graphics drivers on your gpu to make 2d and 3d games and applications
I’ve started an SDL course a week ago, and here’s OpenGl. That’s just perfect 👌🏽
*Creating 3D Graphics with OpenGL and C++: A Comprehensive Tutorial*
* *0:00** Introduction:* The course provides an overview of OpenGL, a cross-platform graphics API used for rendering 2D and 3D scenes, emphasizing the utilization of GPUs for parallel processing in graphics rendering.
* *1:22** Installation and Setup:* The video guides viewers through installing necessary tools and libraries like CMake, GLFW, and GLAD, and configuring Visual Studio for OpenGL development.
* *6:34** Window Creation:* The tutorial demonstrates how to create an OpenGL window using GLFW, including handling window events and adding color.
* *14:25** Rendering a Triangle:* The video covers the basics of the graphics pipeline, explaining vertex and fragment shaders, vertex buffer objects (VBOs), and vertex array objects (VAOs), ultimately rendering a triangle.
* *29:24** Index Buffers:* This section introduces index buffers to optimize rendering by reusing vertices and avoid duplicates, showcasing this with multiple triangles. [From Comments] There's a timestamp list for those who need it.
* *32:33** Code Organization:* The tutorial emphasizes code organization by introducing classes for shaders, VBOs, EBOs, and VAOs, enhancing code readability and reusability. [From Comments] Many commenters appreciated this focus on organization after the initial basics.
* *38:34** Shaders In-Depth:* The video delves deeper into shaders, explaining their properties, adding vertex colors, and introducing uniforms for controlling shader variables.
* *46:38** Textures:* This section focuses on loading and applying 2D textures using the stb library. [From Comments] The instructor added numerous links in the comments to relevant documentation for OpenGL, GLTF, and other libraries, supplementing the information provided in the video.
* *56:07** Going 3D with Matrices:* The tutorial explains 3D transformations using matrices (model, view, and projection) provided by the GLM library. It demonstrates creating a 3D pyramid and adding basic rotation.
* *1:04:09** Camera Control:* This section implements a camera class for controlling viewpoint and movement within the 3D scene using keyboard and mouse inputs. [From Comments] Several viewers appreciated the camera control implementation and shared tips on extending its functionality, such as adding window resizing capabilities.
* *1:10:10** Lighting Basics:* The tutorial introduces basic lighting concepts, including diffuse, ambient, and specular lighting, utilizing normals to calculate light interaction with surfaces.
* *1:18:15** Specular Maps:* This part covers using specular maps to enhance lighting realism by controlling specular reflections based on texture data.
* *1:20:17** Light Types:* The video explores different types of light sources: point lights with attenuation, directional lights, and spotlights, demonstrating their implementation and effects.
* *1:24:33** Mesh Class:* This section combines previous concepts into a mesh class, wrapping vertices, indices, and textures for rendering complex objects. [From Comments] There's a comment detailing how to compile this code on Linux using g++.
* *1:31:27** Model Loading:* The final section builds a basic model loader to import 3D models in GLTF format, utilizing JSON parsing for accessing model data. [From Comments] The instructor acknowledges the limitations of this basic importer, recommending Sketchfab as a good source for models that tend to work well with the importer.
I used gemini-1.5-pro-exp-0801 on rocketrecap.com to summarize the transcript.
Cost (if I didn't use the free tier): $0.19
Input tokens: 53141
Output tokens: 742
Literally what I wanted to learn. How am I so lucky?
Same XD
God blessed you
Me too, and this happened to me third time, don't know how they always do this
They are secret Artificial machines reading our minds through some algorithm constantly
me too
This is an absolutely awesome tutorial, thank you so much for making it! I just wish people would make more OpenGL tutorials that are a bit more cross-platform, rather than just always focusing on Windows
Thank you! Sadly it would be quite a bit more work to translate it to the other OSs and then also check if it works properly on them, and I just don't have that kind of time right now in university...
@@VictorGordan yeah I can definitely imagine that. And as someone that makes videos as well I can totally sympathize with you, it was more just my frustration from trying to do graphics programming outside of windows 😅
I'm doing this on Linux, fine so far
I guess a lot of people have started building their own graphics engines during pandemic haha. Nice video!
And build their own game engine
I'm a python expert now
@@ViralKiller ew
@@ViralKiller ew
@@ViralKiller ew
OMG I've been looking around for good OpenGL courses. Perfect timing!
this is crazy high quality like I'm actually able to follow along with almost no problems so far
This was so awesome. I love you guys for giving us free education. Please if possible, make a course on developing a video game using OpenGL
after a year of talking I'm finally coding openGL in c++, thanks so much for this tutorial it was GREAT.
Good to hear u liked it :)
Its a bit too fast delivery for a beginner but i've managed after 5 hours of following the tutorial to code spinning, textured pyramide. If you could explain and code it slower it would be one of the best opengl tut on youtube. Its still very good! Gonna build my simple render/game engine based on this project. Much appreciated
Yeah, it can be a bit fast at times, but it's hard to find a good balance. Too slow and more advanced programmers will get bored and just quit, too fast, and beginner programmers will get lost and quit. I tried to do it somewhat in between fast and slow, with fast programming, but slow explanations. Thanks for the compliments though :) And good luck with your project!
@@VictorGordan Some parts where he copy and pasted things were just 0.1 seconds. It's not about the explainations, the talking was fine.
Watch it on a lower speed?
@@VictorGordan Wow! I didn't expect to see the creator of the course here! I'm about to start now, so in case you see this, thank you in advance!
Thanks for the tutorial. 99 percent of all my problems were self inflicted typos in the shaders. Spent forever trying to fix a lighting issue only to find out I had a comma instead of a period in one of the floats. lol Thanks again!
Amazing! I want more tutorials like this about OpenGL ! :)
You plus the OpenGL/C++ 3D Tutorial by Suraj Sharma combined has helped me learn a lot really quickly for starting to do a 3d game.
The only thing I feel like you could have touched on is Resizing the window which i later on found out I could to by changing the width and height from 'const static int' to just 'int' and then in the while loop do this:
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
camera.Matrix(45.0f, 0.1f, 100.0f, shaderProgram, "camMatrix", height, width);
I added int height and width to the camera::matrix function in Camera.cpp and .h to update the camera size or else everything just stretched whenever I resized the window
but for anyone else experiencing this issue here you go : )
(oh yea, you also need 'glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);' by all the other glfwWindowHint's for resizing)
Quick info. Open GL is not a framework or library, it's just a set of rules/guidelines that each Graphics card companies have to implement. And we as programmers have to call them. Hence each card has different openGL API
Yes, but GLFW is a library.
Opengl does have a framework and a library , video card companies also have their own library to communicate with opengl and vice versa
Ahh this brings back so many memories. I took computer graphics in college. Was one of the most difficult courses I've ever taken :(
@@kidmosey I felt that. What once considered scarce is now available just clicks away.
@@kidmosey feel proud that you did that because some people wont even get through this video haha
This is genuinely the best programming tutorial i think i have ever seen in my life. you really saved me with this, and i feel like i actually understand everything that went into doing this. cant thank you enough for this amazing course
Excellent lecture. I at first had a hard time with the accent but the way things were explained was so good that I got it!
Thanks!
Noo the channel didnt make the vid dont donate to them
Your English pronunciation is beautifully clear 👌
BEST course ever! Thanks man, thanks to you I'll pass my college!
Did you pass? 👀
This tutorial video was definitely eye-opening & insightful, I've read about OpenGL & DirectX game dev, but nothing really stuck /w me. This course video really shed some light on it. Thank you, I appreicate it !! 😎
You are honestly a legend, thanks to you i finally understand all these complex topics of openGL and have made an amazing project alongside you
this tutorial is easy to understand and it explains the details of how to properly make the graphics work maybe if i have a time thank you for this tutorial.
Очень хороший туториал. Просто отличный. Всё понятно, всё доступно. Все основные проблематики разобраны. Супер.
Thanks! :)
You had me at "You can show that window to your imaginary friends"....
Learning OpenGL makes me feel like I am learning black magic. It feels surreal to use the core and the quite dreaded concepts of C++ so much. I didn't even know that there is something called a "void pointer", which is basically a shape-shifter beast that cannot be killed unless it takes on a proper form.
Honestly, this is the only course I've ever enjoyed learning
In case anyone else finds his triangle vertices calculations confusing, I might have a better explanation:
The height of an equilateral triangle is sqrt(3) / 2 when the side length is 1.
The distance of the top vertex to the centroid is 2 times the distance from the centroid to the midpoint on the base, so the ratio is 2:1.
The y_offset is a third of the triangle's height: (sqrt(3)/2) / 3 = (sqrt(3)/2) * 1/3 = sqrt(3) / 6.
This is Python code btw, you'll have to translate it to C yourself. I would recommend using the sqrtf function instead of float(sqrt(x)) like he does, since sqrtf returns a float directly.
y_offset = sqrt(3) / 6
x1, y1 = -0.5, -y_offset
x2, y2 = 0.5, -y_offset
x3, y3 = 0, y_offset * 2
In my mind that is clearer. Multiplying y3 by 0.5 didn't make any sense to me, although it is equivalent.
really good tutorial the information sticks to your head faster than gum sticking to your dry hair
I like the fact that he organized the files after the basics.
Thank you, I tried. Still not the best organization, but better than nothing I guess 😅
Excellent tutorials especially using graphics in C++, maybe offer some tutorials on creating a full scale Application in C++ as well.
Definitely the best opengl tutorial I've seen so far!
While true , definitely needs more detail. To learn opengl to become expert it's like 12 hours
@@wertiaaudit5746 I'm glad you agree with me that is the best one I've seen lol
@@wertiaaudit5746 for real, he doesn't teach much of how it actually works
Finally what i wanted the most... Love you codecamp 💕
I have used DirectX11 before with hlsl shaders, but I always wanted to learn opengl. This is perfect!
13:53 That's a lot of damage.
Great course, loving the exercises and the explanations
It's absolutely breath-taking. Beautiful
Heads up for anyone concerned - this works perfectly fine with Visual Studio 17 (Visual Studio 2022). The application's Intellisense will take a hot second (usually one-two days at worst) to comprehend all the functions inside the glfw/glad libraries but will work and help later on.
does this mean i should specify the generator in cmake as visual studio 17 or 16 like in the video?
why is this so mind numbingly complicated. Great tutorial explaining it all.
Because OpenGL is reasonably flexible with what it allows you to do (Aka low level).
Didn't know you guys were expert in reading minds apart from coders 😘🥰😍🥰 This is just awesome... Thanks a zillion powered zillion times..
Ok boomer
This course is so fun and it is really interesting to see how OpenGL works. I currentlly used mingw and vscode. I got the libglfw3.a and the libglfw3.dll from the windows binaries and to compile the code i used g++ to link the libraries and include the include folder. But thanks anyways for showing me how to set up a OpenGL project in VS.
Very good. Thanks. My only criticism is the volume is very low - relative to most other media/content. Other than that thank you very much.
This channel solely can beat a university degree
This comment is precisely why you should get a university degree
True
but still having a degree helps.
@@alexismandelias when did u graduate exactly?
@@theworldminusraphtheninjat4378 haven't graduated yet, but still I know more than what a UA-cam channel could ever hope to "teach"
I have been struggling with OpenGL and here we have it! Lets go!
Such a good course made SO FRUSTRATING by the fact that it's sped up so much that you have to scrub through frame by frame in order to catch changes.
I'm personally not a huge fan of the video speeding up while writing code, in my opinion it's much easier to follow along if we get to see you type the code out at normal speed. But other than that, this is great stuff.
Thank you :)
Yeah, some people don't like the speed, some do. Just different styles I guess. If you prefer slower videos (like 10 times as slow) I suggest Michael Grieco's OpenGL series :)
Referenced The Cherno?? Now this is awesome
PLEASE REPLY______Which one did you find better ? This one or the Cherno ? Which one will you suggest to a beginner in graphics programming ? (I know C++)
I don't understand what a lot of this means because I've just started learning C++ lol but I'm still under 30 minutes into the video. It is really helpful though how you explain what everything does. 👍
To understand what is going on try to test everything and see what happens. I did this and now i completely understand OpenGL. I watched this course 2 times to actually understand what is going on. For example i did not know what is a void* and why we enter as argument (void*)0. After i made a variable void* v = (void*)23 and then printed it to the screen i found out i was entering 23 but transformed into a hexadecimal number. After i saw the x,y,z,r,g,b graph i found out void* is used because we are telling the amount of bytes as offset. We enter (void*)0 when we configure the vertex attribute because the 3 floats which are x,y and z for position have the offset of 0 bytes.
@@kryptermusic Oh ok thank you, I am sticking to C# right now as I've done some more because of Unity and I'm doing C# in school for one of my A-levels but this sort of makes sense kind of
Instead of making a header and a cpp file for classes, you can immediately go and create a c++ class that does that automatically, only is left for you to do is create your function interface. Also, to avoid re-typing the function to define in in the cpp file, you can right-click on the green underlined function declaration in the header, go to quick action and refactorization, and create function definition. I bound a key shortcut for that, you might wanna do that too.
also for constructor initialization you may also do this:
class MyClass {
int a_in_class;
MyClass(int a_in_constructor)
: a_in_class(a_in_constructor)
{ /*do something */ }
};
There is one issue though: when you create class, it is always created in solution root directory which might be annoying if you want to create it in subfolder, like src/Object/Object.h. This can be done by redacting full path but this is more annoying than creating two separate files. Plus practicing these actions never hurts because you might have a different IDE some day.
Yeah, I recently saw this in a tutorial. But tbh I still prefer the manual way. Thx for the tip though! ;)
@@VerMishelb well, you can just move the newly created class files in the dir you want them in.
The Quality of this material is high , congratulations
The whole process of cutting/copying/pasting stuff between different explorer windows around 4:00 would be made so so so much easier and faster with Total Commander
Also just to add, this tutorial is amazing. Thank you!
@@Morax Thanks, glad you liked it! :)
I always wanted to learn opengl, i'll check the whole video as soon as possible
Soooo, do I have to do all the steps before 6:40 everytime? Or can I just commit the files to a repository and use it as a template?
Please make Vulkan crash course also. Very much needed.
Looks really good for covering fundamentals and Game Engine design.
Great video of openGL. Thanks so much.
POV: Pointing is better than zooming.
Perfect tutorial , thank you
Really helpful for understanding 3d rendering process,❤❤❤❤❤❤❤❤❤❤❤❤
This is the best OpenGL course I saw.
realy happy at the fact it worked at the first try
I think I'll stick with the Turtle module(Python) for now. Great tutorial though. Very well explained and clear. I'm just not ready for this yet. I'll be back though.... eventually. lol
SFML is a nice compromise if you're looking to get there incrementally.
Completed!
that set up was pretty lit
yey.. now in 2021 it is even more convoluted to set up hello world project in opengl.
fantastic course
Thanks a lot,It greatly helps Tier 3 college students., thank you
the color system was confusing but I like what you did at 13:56
Thank you very much for this lesson,!!
This course is very useful and easy to follow even in normal speed of the video. Thank you very very much for making this
Great tutorial! Excellent explanations
28:30 - triangle 32:23 - indices
...im glad you did the video in speed x10.
I dont think i have seen a single youtube video which has zero disllike ...
this one has 380K+ views 11K likes no dislikes .. nicee
NGL, the sushi in the thumbnail is on point
Yo I was about to prepare for a computer graphics class, this is the vid all thanks!
What they teach at school :
cout
I'm not CS student, but i'm interested with computer graphics after watch this video, thanks
This is cool! Can you do a vulkan course?
Wow I just recently got interested in CG programming , this is perfect!
This channel... it fucking rocks.
Needed this badly! Thank you
OpenGL真的对游戏开发很重要。
我同意
Wow!!! This is pure gold!!
You even went through all the trouble to make the additional excercises so we could train! I feel bad for enjoying this gold for free
Good to know some people actually do them haha
I think most people missed those :c
very nice my friend, very nice indeed, never stop though
Awesome tutorial! After the triangle though it goes extremely fast
You cant configure with Cmake with Visual Studio 2019 as in timestamp 3:12. use the latest version!
Anyone else has tried to learn OpenGL/WebGL and given up but later on found this video and understood everything?
Yessss me
Nice to hear that :3
Really impressive material. There's nothing similar on internet... could you make a sequence tutorial including animations and its controllers?
Thank you so much!
This is pure gold........ omg
Perfect timing.
Love this course - following the Lighting section atm!
Just one question to anyone who can answer:
For the Lighting section, wouldn't it be more efficient to create a face class with vertex and normal information, and calculate lighting off of that, rather than having to copy the vertex data and thereby using more memory?
If you are suggesting to calculate the lighting in the vertex shader and send it to the fragment shader instead of sending the normals and position to the fragment shader, then yes, that is more efficient. But it's the sort of efficiency that has a drawback...
The vertex shader only runs on each vertex. We want to calculate the lighting for each pixel on the screen. Since there will be a lot less vertices than pixels on a screen, that means that multiple pixels corresponding to the same triangle will have pretty much the same lighting (there will still be some interpolation, but it will result in an unrealistic image).
In the video I show Phong lighting, while what you are describing is called Gouraud lighting ;)
@@VictorGordan thanks a lot!